uniform sampler2D texture;
varying float vertex_mass;

void main()
{
	vec4 color = texture2D(texture,gl_TexCoord[0].st);
	color.r =  color.r * vertex_mass;
	float clampedValue = step(0.03,color.r);
	gl_FragColor = vec4((color.r + 0.1) * clampedValue,clampedValue * 0.1,0,1);
}
